Questions in topic: "link"http://answers.unity3d.com/questions/topics/single/18.html
The latest questions for the topic "link"Use custom URL link for documentation / manualhttp://answers.unity3d.com/questions/1403311/use-custom-url-link-for-documentation-manual.html
How can I modify the manual link for my asset custom components?
When you open a component there's a little book on the side that tries to search in the unity documentation.
I want them to visit the documentation of my asset instead, not a broken link.componentdocumentationlinkmanualWed, 06 Sep 2017 09:56:20 GMTdarkgazeSorry, this link is no longer validhttp://answers.unity3d.com/questions/1390875/sorry-this-link-is-no-longer-valid.html
Hey there!
I tried now multiple solutions, but I keep getting this error 'Sorry, this link is no longer valid' everytime I open Unity. It keeps me from opening projects! I cannot do anything... Can someone please help me?unity 5loginwebsitelinkTue, 08 Aug 2017 09:48:10 GMTpatrick_scheperFacebook ShareLink & FeedShare Don't Use Title or Descriptionhttp://answers.unity3d.com/questions/1379236/facebook-sharelink-feedshare-dont-use-title-or-des.html
I'm using Facebook SDK 7.10.0 and whenever I call my *ShareLink();* or *FeedShare();*, the links I use seem to overcome the post. No description, no title.
![PIC](https://i.gyazo.com/87cfee57f70ce790cc4a4463ea6b214c.png "title")
This is my code *(Share is linked to a button)*:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Facebook.Unity;
using UnityEngine.UI;
public class login : MonoBehaviour {
public GameObject DialogLoggedIn;
public GameObject DialogLoggedOut;
public GameObject DialogUsername;
public GameObject DialogProfilePic;
// Use this for initialization
void Awake () {
FB.Init(SetInit, OnHideUnity);
}
void SetInit() {
if (FB.IsLoggedIn) {
Debug.Log("FB is logged in");
} else {
Debug.Log("FB is not logged in");
}
DealWithFBMenus(FB.IsLoggedIn);
}
void OnHideUnity(bool isGameShown) {
if (!isGameShown) {
Time.timeScale = 0;
} else {
Time.timeScale = 1;
}
}
public void FBlogin() {
List<string> rpermissions = new List<string> ();
rpermissions.Add("public_profile");
List<string> ppermissions = new List<string> ();
ppermissions.Add("publish_actions");
FB.LogInWithReadPermissions(rpermissions, AuthCallback);
FB.LogInWithPublishPermissions(ppermissions, AuthCallback);
}
void AuthCallback (IResult result) {
if (result.Error != null) {
Debug.Log(result.Error);
} else {
if (FB.IsLoggedIn) {
Debug.Log("FB is logged in");
} else {
Debug.Log("FB is not logged in");
}
DealWithFBMenus(FB.IsLoggedIn);
}
}
void DealWithFBMenus (bool IsLoggedIn) {
if (IsLoggedIn) {
DialogLoggedIn.SetActive (true);
DialogLoggedOut.SetActive (false);
FB.API("/me?fields=first_name", HttpMethod.GET, DisplayUsername);
FB.API("/me/picture?type=square&height=128&width=128", HttpMethod.GET, DisplayProfilePic);
} else {
DialogLoggedOut.SetActive (true);
DialogLoggedIn.SetActive (false);
}
}
void DisplayUsername (IResult result) {
Text Username = DialogUsername.GetComponent<Text>();
if (result.Error == null) {
Username.text = "Hi there, " + result.ResultDictionary["first_name"];
} else {
Debug.Log(result.Error);
}
}
void DisplayProfilePic (IGraphResult result) {
if (result.Texture != null) {
Image ProfilePic = DialogProfilePic.GetComponent<Image>();
ProfilePic.sprite = Sprite.Create(result.Texture, new Rect(0,0,128,128), new Vector2());
}
}
public int score = 47;
public void Share () {
/*Dictionary<string, string> scoreData = new Dictionary<string, string>() {{"score", score.ToString()}};
FB.API ("/me/feed", HttpMethod.POST, ShareCallback, scoreData);*/
FB.ShareLink(
contentTitle:"My Game!",
//contentURL: new System.Uri("http://google.com"),
contentDescription: "Success Shared",
callback:ShareCallback
);
}
void ShareCallback (IResult result) {
if (result.Cancelled) {
Debug.Log("Share Cancelled");
} else if (!string.IsNullOrEmpty(result.Error)) {
Debug.Log("Error on Share!");
} else if (!string.IsNullOrEmpty(result.RawResult)) {
Debug.Log("Success on share");
}
}scoresdklinksharefbSat, 15 Jul 2017 00:48:10 GMTShacxifyIs it possible to show a website in Virtual Reality? Perhaps by a button with a link?http://answers.unity3d.com/questions/1377236/is-it-possible-to-show-a-website-in-virtual-realit.html
I would like to put a Website on a wall in a virtual reality world. I am using the HTC Vive. Is there any way to do it?buttonvrworldwebsitelinkTue, 11 Jul 2017 11:17:20 GMTAnabel_EHelp me if this is ready to publish in the playstore.http://answers.unity3d.com/questions/1366000/help-me-if-this-is-ready-to-publish-in-the-playsto.html
Hey Guys!! I made my first game made with unity!! And i would like to share to you guys and tell me if it's ok to publish to play store. And i will appreciate your impression :)
http://destyy.com/qKZ88yplayerlinkThu, 15 Jun 2017 15:14:00 GMTMrCrumbl3dNavMesh link does not connect properly on runtimehttp://answers.unity3d.com/questions/1359283/navmesh-link-does-not-connect-properly-on-runtime.html
I am using the latest version of Unity 2017.1f1 currently up-to-date.
**What I am trying to do**
In my 2.5D game, I am spawning enemies that will navigate towards the player while avoiding obstacles (with curving enabled) spawned in runtime. I also spawn a plane (on which the player and enemies moves) additively, I want the current plane navMesh surface to connect to the next spawned plane navMesh surface with a navMesh link so that the enemies can navigate to other planes via the link.
**What is the Problem?**
There are two issues happening:
1. The link closer to the obstacle whose curving is `enabled` do not
get connected to the next plane.
2. Since the player can run right and left I rotate the plane according
to the direction the player is facing, however rotating the plane at
180 degrees, while it's direction is equal to `Vector3.Down` (which
is (0,-1,0)) the navMesh links on that plane do not connect to its
neighboring planes in runtime.
**My Implementation**
First of all, I am using the navMesh components provided by Unity on [GitHub][1] to achieve this in runtime. Now when I spawn the plane additively I first build the navMesh surface then update its attached links.
nextPlaneSurface.BuildNavMesh();
for (int i = 0; i < nextPlaneLinks.Length; i++) {
nextPlaneLinks[i].UpdateLink();
}
Next, I update the current plane (which the player is on) navMesh links to connect with the newly spawned plane navMesh surface.
for (int i = 0; i < currPlaneLinks.Length; i++) {
currPlaneLinks[i].UpdateLink();
}
[1]: https://github.com/Unity-Technologies/NavMeshComponents
**What I have tried to fix the problem**
For the first problem:-
- Updating the current links and rebuilding the navMesh before and
after spawning the obstacles.
- Updating only the current links before and after spawning the
obstacles.
For the second problem:-
- I am out of clues, I have no idea what's causing this :(
Will really appreciate if anyone can help me out, also if you guys can explain what's happening internally in the unity scripts that will be really helpful. After all, I am having these problems because I don't understand the concept properly.c#ainavmeshlinkTue, 30 May 2017 19:19:10 GMTF_Jhow to add image to a button and link it to a another scenehttp://answers.unity3d.com/questions/1346520/how-to-add-image-to-a-button-and-link-it-to-a-anot.html
![alt text][1]
when i am setting the image of the button(UI) with this given image(as attachment with the question) the image is getting cropped .......and it's been only 2 days of my using unity so plz tell me how to link two scenes with a button(on-click)
[1]: /storage/temp/93007-untitled2.pngbuttonimagespritesbutton trigger eventslinkFri, 28 Apr 2017 12:37:34 GMTANON91Animator Auto Live Linkhttp://answers.unity3d.com/questions/1338340/animator-auto-live-link.html
Hello i have got a problem with the Animator Auto Live Link. At the beginning everything worked fine i could see where i am in the animator and which animation is played with the blue lines and loading bars.
but then i pressed play to play my game again and i couldn't see the blue lines anymore whatever if i enable or disable the Auto Live Link.
i already restarted Unity and also my computer but dosnt work.
Please help me :(animatoranimator controllerlinkliveautoTue, 11 Apr 2017 17:12:52 GMTheizung76Can you start another application by running an Unity project? (using a proxy dll)http://answers.unity3d.com/questions/1320541/can-you-start-another-application-by-running-an-un.html
Hi,
I’m trying to create a link between Unity and a traffic simulation program (Vissim).
Vissim has it’s own proxy to communicate with Unity.
I’m now trying to run Vissim via an Unityscript.
The scripts are stated below.
CyclingSimulator.cs
public void Connect()
{
Debug.Log("Loading " + networkFileFullPath);
if (!DrivingSimulatorProxy.Connect(900, networkFileFullPath, null))
{
Debug.LogError("Could not establish connection to VISSIM");
return;
}
Debug.Log("Network loaded. Starting simulation");
loaded = true;
}
DrivingSimulatorProxy.cs
[DllImport("DrivingSimulatorProxy.dll", EntryPoint = "VISSIM_Connect", CharSet = CharSet.Unicode, SetLastError = true)]
public extern static bool Connect(ushort versionNo, string networkFileName, string snapshotFile);
When i run my Unity project it only gives me the message:
Loading C:\Users\....\Network.inpx
And nothing happens.
How can i solve this?
The DrivingSimulatorProxy.dll is located in the project directory.
The full files can be found on this github: https://github.com/fcl-engaging-mobility/UnityScripts
(In the /Assets/Scripts/Vissim folder)dlllinkdllimportexternal-applicationproxySat, 04 Mar 2017 09:19:10 GMTjoostpasHow can I manually link/unlink a node in a path?http://answers.unity3d.com/questions/1317711/how-can-i-manually-linkunlink-a-node-in-a-path.html
So I have this traffic system simulator going on and I wan't to limit my AI Vehicles on a particular path. I'm trying to put traffic signs so that when the user assigns a "NO LEFT TURN" command on my vehicles, they'd automatically avoid that certain node. In this case, I'd try to set active = false; but when i try to activate the node again, it doesn't seem to work. I'm assuming that even when the node is already active , the links from one node to the other has also been removed thus making it impossible for the vehicles to pass through that path again ? Any ideas on what should I do? I've been thinking about this for weeks now. I hope someone could help . Thanks! btw, I'm using c#pathfindinglinknodesnodetrafficSun, 26 Feb 2017 12:55:44 GMTImRexHow do I put my HTML5 WEBGL Online?http://answers.unity3d.com/questions/1316561/how-do-i-put-my-html5-webgl-online.html
Hi,
I got Unity version 5.3.5. I made a game and I built it with HTML5 WebGL. My index.html works perfectly with Firefox and Safari (not Chrome). I would like to add link to my webpage so people could play my game online.
Earlier I hosted my game with Google Drive. It worked perfectly but Google does not have WEBGL hosting service anymore. So I changed to Itch.io. It works somehow but for some reason it does not save the game results (points, identy details etc.) in my server. So what is the best/easiest way to create active HTML5 WEBGL link?webgllinkhtml5hostingTue, 21 Feb 2017 19:30:58 GMTTooLateHow can I enforce off mesh link planning to actually use the link start and end point?http://answers.unity3d.com/questions/1313618/how-can-i-enforce-off-mesh-link-planning-to-actual.html
We are currently using Unity's built in navigation system for nav mesh generation and path planning, but we are using our own locomotion system for following the paths returned. We are currently however encountering problems when using off mesh links. The way we expected them to work is if there is path over off mesh links that is shorter or the only one possible due to disjoint navigable regions it will plan over the off mesh link and add waypoints for the link start and end to the path. What we found however is that the path returned does not necessarily use the start and end point.
Below you can see an image with two disjoint navigable regions and two visualized paths returned by Unity's navigation system. Please note that if the off mesh link depicted is removed or disabled no path can be planned between the two path start and end points.
A path planned from the start and end of the green line is fine and traverses over the off mesh link, with waypoints on the link start and end. For a path planned between the red line start and end point however we get a path as the red line is depicted and does not traverse over the off mesh link start and end point at all.
The region in which we can move over non-navigable terrain like that seems to increase as the distance between the two links increases. In our use case we want the off mesh link as depicted, and not just on the edge of the nav mesh.
Are we doing anything wrong? Or can we somehow force the nav mesh link to be used? We've already tried to set the link cost override to 0 or very low values.
Best regards,
![alt text][1]
[1]: /storage/temp/88063-offmeshlinkproblem.pngainavmeshnavigationlinkWed, 15 Feb 2017 11:06:20 GMTFFDev01Link Says Cannot Display PDF?http://answers.unity3d.com/questions/1298475/link-says-cannot-display-pdf.html
Okay, I built my first demo to test out my app. It's an Android build and I tested it on a Samsung Galaxy S5. I found a problem during my test. I created a button and changed the source image to a company logo and linked that logo to the website with a C# script. When I hit the Play button on my app in the Unity Engine it works perfectly and opens the link (URL) in my computer's browser but when I touch the logo in my app on an actual Android device, it gives me this message "Cannot display PDF ( www. blank .com)" (blank is not the actual website in the script, it's just a representation.) It's not a PDF, it's a website and I'm confused as to why the device (Android - Samsung Galaxy S5) thinks it's a PDF? I've included a picture of the exact script I used. Any help would be appreciated. Thanks.c#androidscripting problemlinkSat, 14 Jan 2017 17:14:45 GMTTopazprincessLink UI Input Field to Scripthttp://answers.unity3d.com/questions/1294139/link-ui-input-field-to-script.html
The Script in question is this one:`using UnityEngine;
using System.Collections;
public class GoogleMap : MonoBehaviour
{
public enum MapType
%|-1957000663_2|%
RoadMap,
Satellite,
Terrain,
Hybrid
%|-632995662_7|%
public bool loadOnStart = true;
%|-1464234556_9|%
public GoogleMapLocation centerLocation;
public int zoom = 13;
%|-1414845350_12|%
public int size = 512;
public bool doubleResolution = false;
public GoogleMapMarker[] markers;
public GoogleMapPath[] paths;
%|1077180128_17|%
{
if (loadOnStart) Refresh();
%|1841942021_20|%
public void Refresh()
{
if (autoLocateCenter && (markers.Length == 0 && paths.Length == 0))
%|-122252710_24|%
%|-1704368595_25|%
}
%|-2091729669_27|%
}
%|-1002132817_29|%
{
%|1805603506_31|%
%|1791570299_32|%
%|-777112843_33|%
%|-1967131424_34|%
%|-1189092094_35|%
%|543796066_36|%
else
{
qs += "center=" + WWW.UnEscapeURL(string.Format("{0},{1}", centerLocation.latitude, centerLocation.longitude));
}
qs += "&zoom=" + zoom.ToString();
}
qs += "&size=" + WWW.UnEscapeURL(string.Format("{0}x{0}", size));
qs += "&scale=" + (doubleResolution ? "2" : "1");
qs += "&maptype=" + mapType.ToString().ToLower();
var usingSensor = false;
#if UNITY_IPHONE
usingSensor = Input.location.isEnabledByUser && Input.location.status == LocationServiceStatus.Running;
#endif
%|2136518741_48|%
foreach (var i in markers)
{
qs += "&markers=" + string.Format("size:{0}|color:{1}|label:{2}", i.size.ToString().ToLower(), i.color, i.label);
foreach (var loc in i.locations)
%|-1310872866_53|%
if (loc.address != "")
%|-1553893620_55|%
%|966862394_56|%
%|2012631069_57|%
%|-1709193653_58|%
}
%|-126405656_60|%
{
%|202957784_62|%
%|1969094223_63|%
%|-595190589_64|%
{
if (loc.address != "")
qs += "|" + WWW.UnEscapeURL(loc.address);
else
%|-1988163170_69|%
%|-1309563583_70|%
%|30247691_71|%
var req = new WWW(url + "?" + qs);
%|1900091126_73|%
%|697756430_74|%
%|-738730212_75|%
}
public enum GoogleMapColor
{
black,
%|-1366980874_77|%
%|-482055578_78|%
purple,
yellow,
%|137787309_81|%
gray,
orange,
%|-1282336543_84|%
white
}
[System.Serializable]
public class GoogleMapLocation
{
%|-1729647901_86|%
%|538392101_87|%
public float longitude;
}
[System.Serializable]
public class GoogleMapMarker
{
public enum GoogleMapMarkerSize
{
Tiny,
%|-244782460_92|%
Mid
}
public GoogleMapMarkerSize size;
public GoogleMapColor color;
%|614298737_97|%
%|-552143230_98|%
}
[System.Serializable]
public class GoogleMapPath
{
public int weight = 5;
public GoogleMapColor color;
public bool fill = false;
public GoogleMapColor fillColor;
public GoogleMapLocation[] locations;
}
What I want to do is provide an Input Field that will allow the user to enter the Latitude and Longitude values for Map Center in a UI Input field.
So far nothing I have tried does what is desired. I want the user to be able to enter and update map after filling in Latitude and Longitude values.![alt text][1]`
[1]: /storage/temp/85286-googlemap.jpguiinputscript.linkWed, 04 Jan 2017 14:58:32 GMTmfarrell806How to create my own programming language?http://answers.unity3d.com/questions/1276786/how-to-create-my-own-programming-language.html
**I want to create my own programming language. I know absolutely nothing about it, and after extensive browsing of the interwebz on the topic, I have gained no knowledge and have come to the conclusion that these existing "tutorials" are meant for people significantly more intelligent than Steven Hawkings. How does this apply to Unity? I not only want to make a language, I want to make it so that it works extensively with Unity, like UnityScript and C# do with MonoDevelop-Unity. Perhaps if I do a good job It could be a default part of Unity in the future (I intend to make it very simple to use.) My question is, does anyone know anything on the topic or have halfway decent links that dummies can understand? I know a little bit of C# already, I know this or another common language is necessary to make a language.**
**-EDIT-** I deleted what was previously written here because I made a childish comment and I shouldn't have said what I did.c#programminglanguagedefaultlinkSun, 27 Nov 2016 00:15:48 GMTNova-1504Deep Linking to specific Scene in Android buildhttp://answers.unity3d.com/questions/1274482/deep-linking-to-specific-scene-in-android-build.html
Hi!
We want to make a deep link to open our Unity game on a **Specific Scene**, but cannot find a way to do it.
Now we can generate the deep link to the App itself by adding these Intent Filter lines to the AndroidManifest file generated in the Unity Project (between the … tags):
<intent-filter>
<action android:name="android.intent.action.VIEW" />
<category android:name="android.intent.category.DEFAULT" />
<category android:name="android.intent.category.BROWSABLE" />
<data
android:host=“game_name”
android:path="/"
android:scheme="open_app" />
</intent-filter>
If we open this link on the Android phone, the Unity app opens:
intent://game_name/#Intent;scheme=open_app;package=com.enterprise.game_name;end
But it always opens in the main scene.
We can’t find a way to add another Intent Filter to open a different scene when a link is clicked outside the app.
We’ve searched everywhere with no luck.
Anybody knows how to do this?
Many thanks for your help!androidandroid buildmanifestlinklinkingTue, 22 Nov 2016 09:05:29 GMTmiltonwidowgamesApplication.URL for steam overlay?http://answers.unity3d.com/questions/1256419/applicationurl-for-steam-overlay.html
How do I make a web page link open on the Steam overlay browser from inside Unity. Will Application.URL be sufficient? (I already have Steamworks.NET integrated into the project for leaderboards and stuff)
Thanks,applicationsteamlinkoverlaywebpageFri, 14 Oct 2016 19:18:28 GMTShrikky23Openning deep link to a Facebook Messenger on Androidhttp://answers.unity3d.com/questions/1255913/openning-deep-link-to-a-facebook-messenger-on-andr.html
Hi, I'm trying to open a deep link to a facebook messenger from my app via Application.OpenURL(), but it seems like it has no effect at all. It works fine on iOS.
I'm pretty sure it should work since you can open deep link to Facebook Messenger from browser (when you open url https://m.me/{page_name} user will be redirected to a web page where he can choose to start chat in Messenger and it works just fine)..
Link i'm using: fb-messenger://user-thread/{user_Id}
Also, my game receives OnApplicationFocus(false) and then quickly OnApplicationFocus(true).
I couldn't find any relevant logs in adb.androidfacebooklinkurl schemesThu, 13 Oct 2016 19:50:58 GMTTafkUnity ios share some text (link and/or pictures) on snapchathttp://answers.unity3d.com/questions/1219175/unity-ios-share-some-text-link-andor-pictures-on-s.html
Hi everybody !
I'm trying to make a button to share a link (and/or a picture) on snapchat. I'm currently using this plugin (https://github.com/ChrisMaire/unity-native-sharing) to make a native share button, but this time I need a button just for snapchat. And all my research have been useless, I can't find any solutions.
Did someone have an idea a clues or any plugin to help ?
I have this plugin too ( https://www.assetstore.unity3d.com/en/#!/content/7421) but it doesn't allowed snapchat sharing.ioslinksharepicturesocial networkingThu, 21 Jul 2016 16:10:51 GMTMyokenLink var with GameObjectshttp://answers.unity3d.com/questions/1214813/link-var-with-gameobjects.html
I want to link var with gameobject, Can i do it ?
I can do it by using
using UnityEngine;
using System.Collections;
public class vc : MonoBehaviour {
public GameObject player;
public zs[] _enemy;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
var objects = GameObject.FindGameObjectsWithTag("enemy");
var objectCount = objects.Length;
// objects = _enemy; here i want to link var with the game object _enemy which it my problem
Debug.Log(objectCount);
foreach (var obj in objects) {
if(GameObject.FindWithTag("enemy").activeSelf == false)
{
// here obj.delete_enemy();
}
}
foreach(var e in _enemy) {
if (e.enemy.activeSelf == false) // this one run well without problem can i do same think with above one ?
{
e.delete_enemy();
Debug.Log("delete");
}
}
}gameobjectsvarlinkTue, 12 Jul 2016 07:59:39 GMTQuastCan't seem to get link.xml working with AWS SDKhttp://answers.unity3d.com/questions/1203944/cant-seem-to-get-linkxml-working-with-aws-sdk.html
Hi, having a horribly difficult time here, been trying to fix this for hours...
We're using the AWS SDK and it seems to be getting stripped, specifically a constructor inside one of the assemblies. This is the error we're encountering in Xcode when the games runs on a device:
MissingMethodException: Method not found: 'Default constructor not found...ctor() of Amazon.Util.Internal.PlatformServices.NetworkReachability'.
I've tried setting up the link.xml file in both of the following ways:
<linker>
<assembly fullname="AWSSDK.Core" preserve="all"/>
<assembly fullname="AWSSDK.CognitoIdentity" preserve="all"/>
<assembly fullname="AWSSDK.SecurityToken" preserve="all"/>
<assembly fullname="AWSSDK.DynamoDBv2" preserve="all"/>
<assembly fullname="UnityEngine">
<type fullname="UnityEngine.Experimental.Networking.UnityWebRequest" preserve="all" />
<type fullname="UnityEngine.Experimental.Networking.UploadHandlerRaw" preserve="all" />
<type fullname="UnityEngine.Experimental.Networking.UploadHandler" preserve="all" />
<type fullname="UnityEngine.Experimental.Networking.DownloadHandler" preserve="all" />
<type fullname="UnityEngine.Experimental.Networking.DownloadHandlerBuffer" preserve="all" />
</assembly>
<assembly fullname="mscorlib">
<namespace fullname="System.Security.Cryptography" preserve="all"/>
</assembly>
<assembly fullname="System">
<namespace fullname="System.Security.Cryptography" preserve="all"/>
</assembly>
</linker>
...and this way...
<linker>
<assembly fullname="AWSSDK.Core">
<namespace fullname="Amazon.Util.Internal.PlatformServices" preserve="all"/>
</assembly>
<assembly fullname="AWSSDK.CognitoIdentity">
<namespace fullname="Amazon.Util.Internal.PlatformServices" preserve="all"/>
</assembly>
<assembly fullname="AWSSDK.SecurityToken">
<namespace fullname="Amazon.Util.Internal.PlatformServices" preserve="all"/>
</assembly>
<assembly fullname="AWSSDK.DynamoDBv2">
<namespace fullname="Amazon.Util.Internal.PlatformServices" preserve="all"/>
</assembly>
<assembly fullname="UnityEngine">
<type fullname="UnityEngine.Experimental.Networking.UnityWebRequest" preserve="all" />
<type fullname="UnityEngine.Experimental.Networking.UploadHandlerRaw" preserve="all" />
<type fullname="UnityEngine.Experimental.Networking.UploadHandler" preserve="all" />
<type fullname="UnityEngine.Experimental.Networking.DownloadHandler" preserve="all" />
<type fullname="UnityEngine.Experimental.Networking.DownloadHandlerBuffer" preserve="all" />
</assembly>
<assembly fullname="mscorlib">
<namespace fullname="System.Security.Cryptography" preserve="all"/>
</assembly>
<assembly fullname="System">
<namespace fullname="System.Security.Cryptography" preserve="all"/>
</assembly>
</linker>
Neither of them seem to be working. Using the Assembly Browser in Mono and switching between C# and IL, I can see IL is missing the constructor that is clearly present in C#.
Any help would be greatly appreciated, running out of things to try.
Thanks!linkamazonstrippingassembliesSat, 18 Jun 2016 05:41:22 GMTJumpDogAttach object to player until button pressed?http://answers.unity3d.com/questions/1190319/attach-object-to-player-until-button-pressed.html
First off, I'm not looking for someone to code it for me. Just maybe someone who's done something similar.
What I'm hoping to achieve is have an object (Rigidbody2D) attached to my player object, and when a button is pressed, the object fires, no longer being attached directly (So it doesn't pull the player as well). Later I would add the ability to return the object back to the player object. How would you guys go about implementing something like this? I was thinking joints, but it seems like it would end up messy.
Thanks ahead of time,
Nathan.parentrigidbody2dfirelinkSat, 21 May 2016 18:07:40 GMTvalestromHow to create a link between HealthScript and HealtBar script ?http://answers.unity3d.com/questions/1186662/how-create-a-link-between-healthscript-and-healtba.html
Hi everyone!
**The thing I would like to do is that when my health points' player go down, its health bar goes down too**. But I don't know how can I do. Maybe something like create a "link" between these two scripts...? I'm novice in scripting...
These are my HealthScript and my HealthBar script:
using UnityEngine;
public class HealthScript : MonoBehaviour
{
public int hp = 5;
public bool isEnemy = true;
void OnTriggerEnter2D(Collider2D collider)
{
ShotScript shot = collider.gameObject.GetComponent<ShotScript>();
if (shot != null)
{
if (shot.isEnemyShot != isEnemy)
{
hp -= shot.damage;
Destroy(shot.gameObject);
if (hp <= 0)
{
Destroy(gameObject);
}
}
}
}
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
public class HealthBar : MonoBehaviour {
#region Attributes
public GameObject healthBar;
public Color goodColor;
public Color middleColor;
public Color badColor;
#endregion
#region Unity methods
void Start()
{
SetColor();
}
#endregion
#region Other methods
public void SetDamages(float value)
{
healthBar.GetComponent<Scrollbar>().size -= value;
float totalValue = healthBar.GetComponent<Scrollbar>().size;
SetColor(totalValue);
}
void SetColor(float value = 1)
{
if(value >= 0.5f)
{
healthBar.transform.FindChild("Mask").FindChild("Sprite").GetComponent<Image>().color = goodColor;
}
else if(value >= 0.25f && value < 0.5f)
{
healthBar.transform.FindChild("Mask").FindChild("Sprite").GetComponent<Image>().color = middleColor;
}
else
{
healthBar.transform.FindChild("Mask").FindChild("Sprite").GetComponent<Image>().color = badColor;
}
}
#endregion
}
Could someone help me please? :)c#gamehealthhealthbarlinkSat, 14 May 2016 13:03:22 GMTDumorialink 2 mapshttp://answers.unity3d.com/questions/1175442/link-2-maps.html
Hey there! I'm new in unity. If I want to have 2 or more maps in my game how do I make them? Each one in a new scene? and if yes how do I link both of themscript.linkmapsSat, 23 Apr 2016 10:49:47 GMTZenyteCode to integrate Json database?http://answers.unity3d.com/questions/1150998/code-to-integrate-json-database.html
Hi guys
I have a Trivia Game which I made following a tutorial. In this tutorial, there is a list of 10 questions which are integrated within the main C# script. I intend to create hundreds of questions so I would like a separate database for my questions. I have transferred my questions to a Json file. The problem is that I don't know how to link my C# script to the Json file, so that questions are retrieved.
Here is the code from the tutorial:
void Start () {
for (int i = 0; i < questionNumbersChosen.Length; i++)
{
questionNumbersChosen[i] = -1;
}
questions[0] = new Question("question?", new string[] { "answer", "answer", "answer", "answer", "answer" }, 3);
chooseQuestions();
assignQuestion(questionNumbersChosen[0]);
}
I tried changing the questions bit to:
string filepath = Application.streamingAssetsPath;
DirectoryInfo dir = new DirectoryInfo(filepath);
FileInfo[] files = dir.GetFiles("*.json");
But this is not working to link my script and the database.
Any pointers would be welcome!
Thanks!gamescript.jsonlinkquizSat, 05 Mar 2016 17:32:49 GMTStrangerweatherBroken link in asset store.http://answers.unity3d.com/questions/1103402/broken-link-in-asset-store.html
HI,
I submit an asset. My asset has been accepted, but i have an issue with my hyperlink (all of them) => Error 404 ((.
**In the metadata info, my link are:**
Watch Tutorial 01
The web browser try to go here:
https://www.assetstore.unity3d.com/en/%E2%80%9Chttps://youtu.be/wlrC4lm-YZg%E2%80%9D
The submit guideline recommendation:
<a href="http://www.mysite.com">My Site</a>
So what's wrong?asset storelinkWed, 25 Nov 2015 20:53:47 GMTViperiaCould not produce class with ID 184http://answers.unity3d.com/questions/1068779/could-not-produce-class-with-id-184.html
I'm seeing error logs about
Could not produce class with ID 184
From `http://docs.unity3d.com/Manual/ClassIDReference.html` I've tried adding this line to `link.xml`:
<type fullname="UnityEngine.SubstanceArchive" preserve="all"/>
But the error persists? Other missing classes seem to be fine though.
Is there a way to say `classId=184` instead of `fullname="UnityEngine.SubstanceArchive"`? Even better is there a way to prevent these errors all together?ioslinkprocedural texturingSat, 19 Sep 2015 00:00:57 GMTPixelPartsHow to link to my app in the app storehttp://answers.unity3d.com/questions/1066676/how-to-link-to-my-app-in-the-app-store.html
I'm trying to create a button that will send my users to my app on the app store to rate my game. For testing purposes I used crossy road to see if it works:
Application.OpenURL ("itms-apps:itunes.apple.com/app/crossy-road-endless-arcade/id924373886");
//
When I click the button, my phone opens the screen to search for an app (image attached) but it doesn't open the app store page. How do you structure these links? There are more so many sources about this but nothing specifically in unity or too old to be appropriate, this simple thing shouldn't be that time-consuming...iosstorelinkopenurlWed, 16 Sep 2015 13:59:01 GMTsimpleplaystudioCan i link an object to a moving object to save performance ?http://answers.unity3d.com/questions/983823/can-i-link-an-object-to-a-moving-object-to-save-pe.html
Hi All,
i'm building a Historical simulation consisting of cars, buses, buildings and pedestrians.
i want to know -
i thought the best way to save on performance was to build 2 or 3 wheel sets (bus, sedan,hatchback Etc ), each consisting of just 4 wheels inside an object box and coding for traffic behavior. i would then link different wheel-less vehicle chassis ( i'm planning on around 12 models with scripting to change the colors ) to the 4 wheel objects. i realize i'm still essentially creating 12 different objects but would this method be optimal ? or if somebody knows an even better way, please post me a link.
cheersanimationobjectperformancecarlinkThu, 11 Jun 2015 08:57:01 GMT80sOGRECan't open a link to my own google play product.http://answers.unity3d.com/questions/983691/cant-open-a-link-to-my-own-google-play-product.html
Hey everyone, im currently trying to add a link to a full version of my product to my game on Google Play, however the code im using doesnt seem to work properly. Im trying to link the people to my product on the app store, however when i use:
Application.OpenURL("market://details?id=com.CubeGaming.GCube/");
It simply opens a url saying that the browser i am using is no longer supported.
Anybody know how I can link the person directly to my app in the app store?
Thanks in advance.google playlinkThu, 11 Jun 2015 05:21:23 GMTasdg2323